They said it’s possible to do, but that they decided against it due to the work involved and the time it would take. I distinctly remember a video interview of them saying that when you add picture-in-picture type of rear-view, you significantly decrease performance and it becomes quite a bit of work to optimize it. I think they also said something about it being more challenging in Unity, but now I’m just walking in foggy memory territory.

They said maybe in Overload 2 if they do a sequel because then they could put it on the roadmap.

Hey, TC. I been missing you. And yes I recall them saying that getting it to work at a decent framerate would have been the biggest problem. Unity’s big mysterious problem with it might just be that it tends to be badly optimized in general.

Yeah I do recall them saying that getting it to work at decent framerates would have been the biggest issue. Unity’s big mysterious problem with it could have just been that the engine tends to be badly optimized to start with.

It seems this forum takes a loonnnggg time for posts to get completely submitted. So, just submit and trust that it will appear eventually.

Yeah, shoku, with the fact that 100% of the HUD is holographic (take notice that there are no physical HUD elements whatsoever in the cockpit), it wouldn’t make sense. It would have to be a physical display in the cockpit, and that would be inconsistent and incongruous. It would just look all wrong.

Besides, it would be very demanding on your system because your system would always have to simultaneously render the world behind you as well as in front of you – so you’d be rendering twice as much of the world at all times. Right now, Overload is only rendering what’s in front of you and just “remembering” the rest. It’s not like the old days where there was much less to render in the first place. It was much less computationally expensive to have a PiP rear view in the cockpit (and it was tiny if you recall). The game was already extremely low-res. With Overload, it would be a huge performance hit.

Besides, it’s WAY too late for this now. Matt Toschlog recently stated that Revival Productions is pretty much disbanded. Sales were “disappointing”, and so they are just done. Everyone has moved on. There’s no chance for a sequel now, and there’s no longer any hope for any other games from this team as well. The only work they will do on Overload now is any new bug fixes, if any come up that haven’t been found yet.

Besides, it’s WAY too late for this now. Matt Toschlog recently stated that Revival Productions is pretty much disbanded. Sales were “disappointing”, and so they are just done. Everyone has moved on. There’s no chance for a sequel now, and there’s no longer any hope for any other games from this team as well. The only work they will do on Overload now is any new bug fixes, if any come up that haven’t been found yet.

That’s too bad. I was thinking of making some levels, but if the interest isn’t there, why bother.

Besides, it’s WAY too late for this now. Matt Toschlog recently stated that Revival Productions is pretty much disbanded. Sales were “disappointing”, and so they are just done. Everyone has moved on. There’s no chance for a sequel now, and there’s no longer any hope for any other games from this team as well. The only work they will do on Overload now is any new bug fixes, if any come up that haven’t been found yet.

That’s too bad. I was thinking of making some levels, but if the interest isn’t there, why bother.